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jack_nomind

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About jack_nomind

  • Birthday 01/01/1004

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  1. Soul Drain can be made permanent at +300% recharge, which is technically achievable with incarnate and/or temp powers or abuse of force feedback, and can stack (slightly) at +400%. It behaves a bit like Rage in that respect, although it's also a little similar to Follow Up or other attack/build-up powers.
  2. That statement has no source and the user who added it provided only the note "Incarnate soft cap." Nor do I see a +14% tohit power added in any general way to Incarnate enemies in the game files. (It's possible I'm overlooking it somewhere.) The use of "equivalent" is confusing there, because it suggests that the bonus is relative to something -- but tohit never works that way. My suspicion is that the person who added it is confusing a level differential accuracy bonus with a to-hit bonus, which does make a relative change to the final hit chance. But accuracy bonuses aren't affected by Defense, so the softcap wouldn't change in that case.
  3. FWIW, I have no idea why the Incarnate cap is given as 59%. A level 50 with no level shifts in the Magisterum trial would need 65% or more (because of his self to-hit buff power) defense to softcap against Tyrant, but there's basically no circumstance where you'd be doing that fight w/o shifts. I could see an argument for 50 or 55% easily enough -- or even more, for tanking specific fights -- but I don't know what prompted people to land on 59% as 'the Incarnate softcap.'
  4. It's a concrete example, since the general principle of unresisted -Resist debuffs didn't seem to connect with you. If neither the general nor the concrete value makes sense, I'd recommend starting from the beginning on the subject. I don't find your inferiority complex theory a particularly compelling response to the topic.
  5. Excellent work! Changing the powers bin file isn't too difficult; ourodev lists what the bin files compile and the def format works relatively easily as a template. There are other people in the community who've done more with custom powers -- asking for a bit of guidance on the HC Discord or one of the other ones might give you someone who has experience doing custom powersets.
  6. With Steampunkette's suggestion, an all-Tanker team would not need to kill any towers to down Recluse in the MLTF. It's pretty far from imperceptible. I don't like single-approach resolutions because I think the Tanker AT needs an identity more than a shtick, but as far as creating a desire for the AT that would absolutely do it.
  7. The Duo, a melee, pets, support class. Which I'd rank at something like Feasibility 3, Niche 10, Interest 9.
  8. There are a good half-dozen proposals for melee support in this forum already, and nearly all of them bring something else to the table. In comparison to e.g. The Duo, as one example, this seems like -- ah, sorry, but -- a much less interesting option. And while there's something to be said for simplicity this: just isn't true in either sense. First, this AT isn't any more specifically 'front line' than a Dominator; and second, they have a defensive powerset by way of Support. An FF defender isn't really worse-off, defensively, than an /Ice scrapper. I'm blunt but I mean this with no cruelty: you're solving a problem that doesn't exist in an uninteresting way. I too want to see a general frontline support AT, but I think there are more inventive ways to go about it.
  9. 5/13 Inherent powers don't actually do anything in the code, including Critical Hits. They're placeholders for effects that are written into the AT's other powers.
  10. I don't know if this counts, but I saw COXG server group patch notes posted on reddit and one of the notes was: LOL! I wonder how they're going to fix Scrappers?
  11. Yeah, normally 2GB. Full 64 bit support is a matter of finding or making replacement 64-bit compatible libraries and recompiling the client and replacing/recompiling associated files (like dlls). It could be anywhere from "three clicks in a modern compiler environment" to "rewrite half the calls in the entire source and also new custom low-level libraries for things we couldn't find replacements for." I think it's probably closer to the former (I think that probably the client is relying mostly on public or commercial libraries that have since been updated for facially identical x64 versions), but that diagnosis is beyond my hobbyist-level skill. In either case, it does require recompiling the client, and I don't know where that code is.
  12. I can see that; it is an insp on a keychain. I think even then it might still be a little redundant with Defensive Adaptation, but I'd probably propose other different changes if this is intended as a long-tough-solo TF build (particularly to the Heal-slot-type powers). I think I might also suggest Spiritual over Musculature, relying on the Assault Hybrid for damage, but I'd have to think about that.
  13. For what it's worth, that's not entirely true. Kheldians get a scaling Resist buff depending on ally comp, and Masterminds also get an innate mitigation power. I don't think it's very well balanced in this case; having a higher melee damage multiplier than Tanker puts them in Corruptor damage territory, and having Scrapper-level defenses along with a Support set fairly easily positions them as one of the most survivable ATs in the game. (I don't think these problems are fixable with merely numerical changes, either. As-proposed, it's just too close to Defender to be anything but a better or worse version of its sibling AT.) But I don't think that having "some" innate Defense or Resist is inherently unworkable, either.
  14. Superior Conditioning is a great power for /WP since it multiplies the rest of your recovery. Physical Perfection might not do a ton, but it does at least serve as a slot mule. Although if you're Batman, I really feel like you should have Darkest Night... I usually guide my concept by what I want to do rather than the other way around. Even Batman gets flashy superpowers when the writing calls for it.
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